private void OnEnable() { if (control == null) { control = new ControlsMaster(); control.Player.UIAccept.performed += UIAccept; } control.Player.Enable(); }
void OnEnable() { if (controlsMaster == null) { controlsMaster = new ControlsMaster(); controlsMaster.Player.Activate.performed += Toggle; } controlsMaster.Player.Enable(); }
private void Awake() { _input = new ControlsMaster(); if (_layersToSuck == 0) { Debug.LogWarning("Layers To Suck as not been set, which may cause problems!"); } _particleSystem = GetComponent <ParticleSystem>(); _particleSystem.Stop(); }
private void OnEnable() { if (controlsMaster == null) { controlsMaster = new ControlsMaster(); controlsMaster.Player.Move.performed += Move; controlsMaster.Player.Move.canceled += Move; controlsMaster.Player.Move.canceled += context => movement = Vector2.zero; } controlsMaster.Player.Enable(); }
// Start is called before the first frame update private void Awake() { controls = new ControlsMaster(); }
private void Awake() { _input = new ControlsMaster(); _sortingLayerInsideVaccum = SortingLayer.NameToID("BehindVaccum"); }